Run Lola Run: Free Will vs. Determinism Argument #3

Another example and scene in the film that demonstrates this is on Lola’s second run where she obtains a gun from the cop and uses it to threaten father (at gunpoint) to give her $100,000 in cash. Lola obviously didn’t have to take the gun from the cop if she didn’t want to, but she did anyway base on her own desire to do so. This demonstrates the idea of free will again. However, from a determinist lens perspective, perhaps her action in doing so was determined. Based on how she had to come up with the $100000 to save Manni, her taking the gun to use age leverage was sparked by a previous action/experience that drove her to do so. Thus, since this happened on her second run/attempt, she had learned lessons previously from past run, which allowed her to experience empiricism.


In following this scene and idea, I wanted to connect and point out something out that I also recognized in the film. Tykwer uses a bit of animation in this film, which can be seen the clip below. As viewers, the animation is played while Lola is darts out of the house and runs down the stairs, when finally, the scene becomes a true reality. While it may be unnecessary to some or a visual/film technique aesthetic, my thinking behind the use of a cartoon animation merged within a live action and people film gave me an impression to view the film with a lens perspective like that of a “video game.” The fact that video games are typically “fake” and animated is like the cartoon, but it then transitions into real life video game for Lola. In fact, the whole film revolves around this sort of video game like a structure, and here’s why.


In a video game, you get three lives that you can use in order to “pass the level” or “get it right” to succeed, just like Lola does. Each time Lola “fails” (like how you can do in the game), she is revived and begins again. To me, it seemed as if Lola acted like the game “player” who pursued her quest to save Manni from robbing the grocery store (and was determined to succeed), but she also seemed like the game “controller” at the same time, who tried to manipulate fate or her movements/actions from her past experiences for the better (“Free will?” to choose to change the course of her actions). We can see this in the example with her stealing the gun in her possession like in the example above.

“After the game is before the game,” a quote that is said by Sepp Herberger, is seen at the beginning and opening of the film. I interpreted this quote to mean that when we finish the “game” or anything (a chore, test, homework, etc.), it’s important to prepare for the future, which is the next “game” in order to be successful. This quote seemed to connect back to this idea of the film, as Lola’s quest was an ultimate game.  After failing twice and being resurrected, she became determined to attain her goal by using the experience that she learned previously. I think, however, that the larger picture that this theme links itself to is life in general. We fail in life, but each mistake and failure is used as a learning lesson to apply to the future, and we should focus on the future. Our life is a game, where everyday, we hope to choose the best outcomes for ourselves and face challenges that are unexpected. Thus, the idea of one’s destiny can come into play, since there are many possible outcomes in life (and the movie).

Animation and Cartoon





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